blob: 038b1ad30576f828ebba5658d1d8a060ede87e72 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
float quarter;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_7;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec4 N = vec4(0.0f);
vec4 I = vec4(0.0f);
vec4 Nref = vec4(0.0f);
vec4 v = vec4(0.0f);
N = vec4(1.0f, 2.0f, 3.0f, 4.0f);
float x_44 = x_7.quarter;
I = vec4(4.0f, 87.589996337890625f, x_44, 92.51000213623046875f);
Nref = vec4(17.049999237060546875f, -6.09999990463256835938f, 4329.37060546875f, 2.70000004768371582031f);
vec4 x_46 = N;
vec4 x_47 = I;
vec4 x_48 = Nref;
v = faceforward(x_46, x_47, x_48);
vec4 x_50 = v;
if (all((x_50 == vec4(-1.0f, -2.0f, -3.0f, -4.0f)))) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f);
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1